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		<doi>10.1109/SIBGRAPI.2011.32</doi>
		<citationkey>TingVidaWata:2011:SnCuVo</citationkey>
		<title>Snapping a Cursor on Volume Data</title>
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		<year>2011</year>
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		<author>Ting, Wu Shin,</author>
		<author>Vidalón, José Elías Yauri,</author>
		<author>Watanabe, Lionis de Souza,</author>
		<affiliation>Unicamp</affiliation>
		<affiliation>Unicamp</affiliation>
		<affiliation>Unicamp</affiliation>
		<editor>Lewiner, Thomas,</editor>
		<editor>Torres, Ricardo,</editor>
		<e-mailaddress>ting@dca.fee.unicamp.br</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 24 (SIBGRAPI)</conferencename>
		<conferencelocation>Maceió, AL, Brazil</conferencelocation>
		<date>28-31 Aug. 2011</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<versiontype>finaldraft</versiontype>
		<keywords>3D Interactions, Ray-casting, Volume visualization, 3D medical images.</keywords>
		<abstract>In this paper we explore the architecture of GPU-based volume   ray-casting to control the cursor movements on surfaces of volume   data only on the basis of their sampled scalar values. This method   does not rely on building a tight proxy geometry nor computing local   iso-surface parametrization. In this setting only a few instructions   should be included in a ray-casting shader: at every fragment the   depth of the closest non-transparent voxel along each viewing ray is   calculated and stored in the depth buffer. Its application in the   manipulation of 3D medical images has, however, a broad   spectrum. Two of them are presented. The proposed technique is very   simple and fast, yet produces very nice and intuitive visual   feedbacks.</abstract>
		<language>en</language>
		<targetfile>wu_vidalon_watanabe.pdf</targetfile>
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